extends Node

func getMapScene():
	return get_tree().current_scene.get_node("CurrentScene/Map")
	#return get_node("/root/SceneManager/CurrentScene/Map")
	#return get_tree().get_root().find_node("CurrentScene/Map",true,false)

func getFightScene():
	return get_tree().current_scene.get_node("CurrentScene/Fight")
	#return get_tree().get_root().find_node("CurrentScene/Fight",true,false)
	#return get_node("/root/SceneManager/CurrentScene/Fight")
	
func getSceneManager():
	return get_tree().current_scene;
	#return get_tree().get_root().find_node("SceneManager",true,false)
	#return get_node("/root/SceneManager")

func getActorByPath(checkPoint:Vector2) -> Node2D:
	var actor = null
	for point in Game.saveActorPathArr:
		if point.path.x == checkPoint.x and point.path.y == checkPoint.y:
			actor = point
			break
	return actor
